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Data tables

Ballistics

What stops a bullet

Rounds go through thin cover and are stopped by thick cover. Each material is costed in centimeters of pine: a round passes a layer when that cost is less than what the round can push through, and the table names the weakest round that gets through a layer of the usual thickness.

22 rows
Chain link, wire and grilles (mostly air)1 cm0 cm.25 big-bore air slug and up30%10°
Window glass (the game already carries rounds through)Every round20%6°
Fabric, foam, cardboard, foliage20 cm2 to 60 cm0.6 cm.25 big-bore air slug and up0%0°
Plastic, fiberglass, car trim, screens3 cm1 to 10 cm1 cmCollated framing nail and up10%8°
Drywall and plaster (a stud wall)12 cm8 to 30 cm1.8 cmCollated framing nail and up5%8°
Hollow doors, paneling, floorboards4 cm2 to 12 cm2.4 cm12 gauge 00 buckshot and up10%8°
Tiles and roof tiles2 cm1 to 4 cm5 cmBroadhead crossbow bolt and up40%12°
Solid timber (studs, planks, furniture)8 cm3 to 20 cm8 cm.45 ACP and up10%8°
Sheet metal: roller doors, siding, ducts, containers0.15 cm9 cm.45 ACP and up50%12°
Tires and rubber15 cm5 to 30 cm12 cm.45 ACP and up20%8°
Car doors and body panels0.25 cm15 cm9x19mm Parabellum and up40%12°
Breeze block (hollow concrete block)5.5 cm5.5 to 12 cm49.5 cm7.62x51mm NATO / .308 and up50%12°
Brick (one skin)11 cm10 to 35 cm49.5 cm7.62x51mm NATO / .308 and up40%12°
Heavy timber, beams and tree trunks35 cm15 to 90 cm56 cm.338 Lapua Magnum and up15%8°
Thick steel: plate, machinery, manhole covers2 cm120 cmNothing gets through80%18°
Concrete and stone20 cm10 to 60 cm180 cmNothing gets through60%15°
Bulletproof glassNothing gets through30%10°
Earth, sand, gravel and grassNothing gets through5%6°
Engine blockNothing gets through60%15°
IceNothing gets through50%10°
Road, pavement and pavingNothing gets through50%12°
WaterNothing gets through35%7°

A round can go through at most 2 layers, and it can still hit someone up to 60 m behind the cover. Of a shotgun blast, at most 4 pellets' worth gets through.

Solid materials are measured where the round strikes, within the thickness range; sheet materials always count as their usual thickness.

Ricochet is the chance that a pistol round skips off at a grazing angle; the chance falls to nothing at the angle in the last column. A ricochet keeps 30% to 60% of its damage, flies up to 45 m, and can hit anyone, including the shooter. It can skip 2 times indoors and 1 time outdoors.

Damage left after going through cover

This is the share of a standard round's damage that is left after it goes through one layer of each material at its usual thickness. A 0% means the round is stopped.

15 rows
Chain link, wire and grilles (mostly air)95%95%95%95%95%95%95%95%95%95%95%95%
Fabric, foam, cardboard, foliage88%93%93%94%94%94%94%94%94%94%94%95%
Plastic, fiberglass, car trim, screens82%91%92%93%93%93%93%93%94%94%94%94%
Drywall and plaster (a stud wall)73%87%89%91%92%92%92%92%93%93%93%94%
Hollow doors, paneling, floorboards64%85%87%89%90%90%91%92%92%92%92%93%
Tiles and roof tiles0%73%78%83%85%85%86%88%89%90%90%91%
Solid timber (studs, planks, furniture)0%57%67%75%79%79%80%83%84%86%86%89%
Sheet metal: roller doors, siding, ducts, containers0%51%63%73%77%77%78%82%83%85%85%88%
Tires and rubber0%30%49%64%70%70%72%77%79%82%82%86%
Car doors and body panels0%0%32%55%63%63%65%72%74%78%78%84%
Breeze block (hollow concrete block)0%0%0%0%0%0%0%0%0%24%24%53%
Brick (one skin)0%0%0%0%0%0%0%0%0%24%24%53%
Heavy timber, beams and tree trunks0%0%0%0%0%0%0%0%0%0%0%46%
Thick steel: plate, machinery, manhole covers0%0%0%0%0%0%0%0%0%0%0%0%
Concrete and stone0%0%0%0%0%0%0%0%0%0%0%0%

A round that gets through never does less than 12% of its damage.

Other loads carry more or less through cover than the standard round: armor-piercing x1.5, tracer x0.95, soft point x0.7, hollow point x0.6, birdshot x0.2 and a shotgun slug x6.

Engine blocks, bulletproof glass, roads, earth, ice and water stop every round.

Weapon build quality

How a gun was made sets how often it jams and how fast it wears out. Both figures multiply the numbers of the gun's class in the next table.

Factoryx1x1
Worn military / old stockx2x1.4
Wartime-madex2.5x1.3
Garage-machinedx6x2.5
Handmade from scrapx15x6

Weapon classes

These are the starting figures of each class of gun; a particular gun can differ, and its own page has its numbers. A lower spread is more accurate, and the jam and wear figures are for a factory-made gun in good condition before fouling and weather.

Pistol1.6100 mx12,5001,4298571.3 s4.5 s12 s
Revolver1.2110 mx0.858,3331,6671,2000.7 s3 s11 s
Submachine gun2.4150 mx12,0002,0007061.5 s5 s16 s
Shotgun1.460 mx12,5001,6671,2001.5 s5.2 s16 s
Rifle1.6500 mx12,5002,5001,2501.7 s5.5 s20 s
Marksman rifle0.5900 mx13,3331,4291,2001.8 s5.5 s20 s
Machine gun2.4800 mx11,2502,5001,5002.6 s7.5 s26 s
Crossbow0.690 mx0.75,0001,0002.4 s3 s8 s

A stovepipe clears in 80% of the time it takes to clear a jam. Clearing gets up to 25% faster with the Firearms skill.

A cleaning kit holds 10 cleanings.

Jams by condition

A worn gun jams more. The multiplier applies to the gun's own jam chance at the condition where each name begins.

Pristine90%x1.1
Good70%x2.5
Worn45%x6.7
Poor20%x13.9
Failing1%x21.7

At 0% condition a gun kicks and sways 25% more and does 12% less damage; both grow steadily as it wears. A gun at 0% will not fire.

Field repairs can never wear a weapon's best possible condition below 35%.

Jams by fouling

Carbon and grit build up as you shoot, and a dirty gun jams more. A freshly cleaned gun jams half as often as its class figure, and some designs shrug off dirt better than others.

Clean0%x0.5x0.5x0.5
Light5%x0.5x0.5x0.5
Moderate30%x1.2x0.7x0.8
Heavy60%x3.8x1.6x2
Caked100%x10.6x3.8x5.1

A fall in sand with a gun in your hands adds 10 points of fouling, mud adds 14 and a swim adds 4. Gun oil wipes 8 points off.

A suppressor fouls the gun x1.5 as fast and subsonic rounds x1.25 as fast.

What wears a gun and makes it jam

Weather and neglect multiply a gun's jam chance and wear it down. These multiply with the condition and fouling figures above.

Wet gunIt jams x2 as often for 6 minutes after it gets wet, and for as long as you are soaked.
Freezing coldIt jams x1.5 as often below -10 °C.
Dry actionA gun with no oil in it jams x1.4 as often. The oil is gone after 1,500 rounds, or after a swim.
Swimming and wadingThe gun loses 0.5% condition for every 10 seconds in deep water, and x2 that if it has no oil in it.
RainA gun in your hands loses 0.08% condition for every 60 seconds out in the rain.
NeglectA fouled gun wears faster with every shot: up to x2 when it is caked, and a further +0.4 when it is dry.
Worst caseHowever bad it gets, no gun jams on more than 25% of its shots.

Suppressors by weapon class

A suppressor makes a gun quieter, not silent. It takes decibels off the muzzle blast, which leaves the share shown of the distance the shot is heard at, but the shot is never quieter than the clatter of the gun's own action.

Pistol27 dB15.4%8 m
Revolver12 dB43.5%20 m
Submachine gun27 dB15.4%10 m
Shotgun20 dB25%14 m
Rifle24 dB18.9%12 m
Marksman rifle25 dB17.7%12 m
Machine gun22 dB21.8%15 m

A supersonic bullet also cracks all along its path, and no suppressor can take that away: see the next table.

Subsonic rounds have no crack and are a further 10% quieter at the muzzle.

The crack and the brass, by caliber

The crack is how far away a suppressed shot of each caliber is still heard, because the bullet breaks the sound barrier. Calibers that are subsonic already have no crack, and some others have a subsonic load you can use instead.

12 rows

Which guns drop their brass

Firing leaves spent casings that you can pick up and load again at a bench. Whether they land on the ground depends on the gun's action.

AutomaticYesThrown out onto the ground where you stood.
Bolt actionYesThrown out onto the ground where you stood.
Pump actionYesThrown out onto the ground where you stood.
Semi-automaticYesThrown out onto the ground where you stood.
Break actionNoKept in the gun and put in your pockets when you reload.
RevolverNoKept in the gun and put in your pockets when you reload.

Casings gather in a pile within 2.5 m of where you fired, up to 60 to a pile, once you stop shooting for 2.5 seconds.

Anyone can pick a pile up. Your own piles come back to you if you stand still over them for 3 seconds. A pile lasts 45 minutes.

Handloaded rounds

Every round you load at a bench is a handload, and its grade comes from your Crafting skill. Factory rounds never misfire or squib; a handload does once in the number of rounds shown.

Rough01492,000x2.5x1.8
Careful255008,000x1.5x1.4
Match602,00040,000x1.1x1.15

A misfire is a dud that you rack out. A squib leaves the bullet stuck in the barrel: clearing it takes 7 seconds and costs the gun 12% condition.

The Gunsmith perk counts as 15 more Crafting for the grade.